Class GravitasQuery3DService
Owns batched 3D query behavior for one GravitasWorldContext.
public sealed class GravitasQuery3DService
- Inheritance
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GravitasQuery3DService
- Inherited Members
Constructors
GravitasQuery3DService(GravitasWorldContext)
Initializes a new raycast service for the supplied context.
public GravitasQuery3DService(GravitasWorldContext context)
Parameters
contextGravitasWorldContextThe owning world context.
Properties
CircleVersion
Gets the context-local partition-traversed sphere/cone deduplication version.
public uint CircleVersion { get; }
Property Value
Context
Gets the owning world context.
public GravitasWorldContext Context { get; }
Property Value
LastBatchCandidateCount
Gets the summed candidate count reported by the last 3D batch query call.
public int LastBatchCandidateCount { get; }
Property Value
LastBatchHitCount
Gets the number of hits accepted by the last 3D batch query call.
public int LastBatchHitCount { get; }
Property Value
LastBatchRequestCount
Gets the number of requests processed by the last 3D batch query call.
public int LastBatchRequestCount { get; }
Property Value
RaycastVersion
Gets the context-local raycast/sweep query version.
public uint RaycastVersion { get; }
Property Value
Methods
OverlapCircle(Vector3d, Fixed64, out Physics3DHit, PhysicsLayerMask)
Finds the closest collider whose complete X/Z projection overlaps the supplied circle. The query position's Y component does not affect classification.
public bool OverlapCircle(Vector3d position, Fixed64 radius, out Physics3DHit raycastHit, PhysicsLayerMask layerMask)
Parameters
positionVector3dradiusFixed64raycastHitPhysics3DHitlayerMaskPhysicsLayerMask
Returns
OverlapCircleAll(Vector3d, Fixed64, PhysicsLayerMask, SwiftList<Physics3DHit>)
Finds all colliders whose complete X/Z projections overlap the supplied circle. The query position's Y component does not affect classification.
public int OverlapCircleAll(Vector3d position, Fixed64 radius, PhysicsLayerMask layerMask, SwiftList<Physics3DHit> results)
Parameters
positionVector3dradiusFixed64layerMaskPhysicsLayerMaskresultsSwiftList<Physics3DHit>
Returns
OverlapCircleAllBatch(ReadOnlySpan<PhysicsOverlapCircle3DRequest>, SwiftList<Physics3DHit>, Span<PhysicsQueryHitRange>)
Executes multiple 3D X/Z circle overlaps and appends all hits into one caller-owned hit buffer.
public int OverlapCircleAllBatch(ReadOnlySpan<PhysicsOverlapCircle3DRequest> requests, SwiftList<Physics3DHit> hits, Span<PhysicsQueryHitRange> ranges)
Parameters
requestsReadOnlySpan<PhysicsOverlapCircle3DRequest>hitsSwiftList<Physics3DHit>rangesSpan<PhysicsQueryHitRange>
Returns
OverlapCircleBatch(ReadOnlySpan<PhysicsOverlapCircle3DRequest>, Span<Physics3DHit>)
Executes multiple 3D X/Z circle overlaps and writes one closest-hit slot per request.
public int OverlapCircleBatch(ReadOnlySpan<PhysicsOverlapCircle3DRequest> requests, Span<Physics3DHit> closestHits)
Parameters
requestsReadOnlySpan<PhysicsOverlapCircle3DRequest>closestHitsSpan<Physics3DHit>
Returns
OverlapCircleInDirection(Vector3d, Fixed64, Vector3d, out Physics3DHit, Fixed64, PhysicsLayerMask)
Finds the closest projected-circle overlap whose exact separation lies in the supplied X/Z direction and whose rounded distance is within the supplied limit. Containment is admitted in every direction, and the query position's Y component is ignored.
public bool OverlapCircleInDirection(Vector3d position, Fixed64 radius, Vector3d direction, out Physics3DHit raycastHit, Fixed64 maxDistance, PhysicsLayerMask layerMask)
Parameters
positionVector3dradiusFixed64directionVector3draycastHitPhysics3DHitmaxDistanceFixed64layerMaskPhysicsLayerMask
Returns
OverlapCircleInDirectionBatch(ReadOnlySpan<PhysicsOverlapCircleInDirection3DRequest>, Span<Physics3DHit>)
Executes multiple directional 3D X/Z projected-circle overlaps and writes one closest-hit slot per request.
public int OverlapCircleInDirectionBatch(ReadOnlySpan<PhysicsOverlapCircleInDirection3DRequest> requests, Span<Physics3DHit> closestHits)
Parameters
requestsReadOnlySpan<PhysicsOverlapCircleInDirection3DRequest>closestHitsSpan<Physics3DHit>
Returns
OverlapCone(Vector3d, Vector3d, Fixed64, Fixed64, out Physics3DHit, PhysicsLayerMask)
Finds the closest collider whose surface intersects an apex-origin directional cone volume.
public bool OverlapCone(Vector3d origin, Vector3d direction, Fixed64 length, Fixed64 endRadius, out Physics3DHit hit, PhysicsLayerMask layerMask)
Parameters
originVector3ddirectionVector3dlengthFixed64endRadiusFixed64hitPhysics3DHitlayerMaskPhysicsLayerMask
Returns
OverlapConeAll(Vector3d, Vector3d, Fixed64, Fixed64, PhysicsLayerMask, SwiftList<Physics3DHit>)
Writes all colliders whose surfaces intersect an apex-origin directional cone volume into caller-owned storage.
public int OverlapConeAll(Vector3d origin, Vector3d direction, Fixed64 length, Fixed64 endRadius, PhysicsLayerMask layerMask, SwiftList<Physics3DHit> results)
Parameters
originVector3ddirectionVector3dlengthFixed64endRadiusFixed64layerMaskPhysicsLayerMaskresultsSwiftList<Physics3DHit>
Returns
OverlapConeAllBatch(ReadOnlySpan<PhysicsOverlapCone3DRequest>, SwiftList<Physics3DHit>, Span<PhysicsQueryHitRange>)
Executes multiple directional cone-volume overlaps and appends all hits into one caller-owned hit buffer.
public int OverlapConeAllBatch(ReadOnlySpan<PhysicsOverlapCone3DRequest> requests, SwiftList<Physics3DHit> hits, Span<PhysicsQueryHitRange> ranges)
Parameters
requestsReadOnlySpan<PhysicsOverlapCone3DRequest>hitsSwiftList<Physics3DHit>rangesSpan<PhysicsQueryHitRange>
Returns
OverlapConeBatch(ReadOnlySpan<PhysicsOverlapCone3DRequest>, Span<Physics3DHit>)
Executes multiple directional cone-volume overlaps and writes one closest-hit slot per request.
public int OverlapConeBatch(ReadOnlySpan<PhysicsOverlapCone3DRequest> requests, Span<Physics3DHit> closestHits)
Parameters
requestsReadOnlySpan<PhysicsOverlapCone3DRequest>closestHitsSpan<Physics3DHit>
Returns
Raycast(Vector3d, Vector3d, Fixed64, out Physics3DHit, PhysicsLayerMask)
Performs a raycast from an origin in a direction up to a maximum distance.
public bool Raycast(Vector3d origin, Vector3d direction, Fixed64 maxDistance, out Physics3DHit raycastHit, PhysicsLayerMask layerMask)
Parameters
originVector3ddirectionVector3dmaxDistanceFixed64raycastHitPhysics3DHitlayerMaskPhysicsLayerMask
Returns
RaycastAll(Vector3d, Vector3d, PhysicsLayerMask, SwiftList<Physics3DHit>)
Executes a raycast between two points and writes hits from closest to farthest into caller-owned storage.
public int RaycastAll(Vector3d start3d, Vector3d end3d, PhysicsLayerMask layerMask, SwiftList<Physics3DHit> results)
Parameters
start3dVector3dend3dVector3dlayerMaskPhysicsLayerMaskresultsSwiftList<Physics3DHit>
Returns
RaycastAllBatch(ReadOnlySpan<PhysicsRaycast3DRequest>, SwiftList<Physics3DHit>, Span<PhysicsQueryHitRange>)
Executes multiple 3D segment raycasts and appends all hits into one caller-owned hit buffer.
public int RaycastAllBatch(ReadOnlySpan<PhysicsRaycast3DRequest> requests, SwiftList<Physics3DHit> hits, Span<PhysicsQueryHitRange> ranges)
Parameters
requestsReadOnlySpan<PhysicsRaycast3DRequest>hitsSwiftList<Physics3DHit>rangesSpan<PhysicsQueryHitRange>
Returns
- int
The number of hits written to
hits.
RaycastBatch(ReadOnlySpan<PhysicsRaycast3DRequest>, Span<Physics3DHit>)
Executes multiple 3D segment raycasts and writes one closest-hit slot per request.
public int RaycastBatch(ReadOnlySpan<PhysicsRaycast3DRequest> requests, Span<Physics3DHit> closestHits)
Parameters
requestsReadOnlySpan<PhysicsRaycast3DRequest>closestHitsSpan<Physics3DHit>
Returns
- int
The number of requests that produced a hit.
Reset()
Resets context-local raycast query buffers.
public void Reset()
SweepCapsule(LSCapsuleCollider, Vector3d, PhysicsLayerMask, out Physics3DHit, LSCollider?, bool)
Sweeps a capsule source by displacement and returns the closest 3D target hit.
public bool SweepCapsule(LSCapsuleCollider source, Vector3d displacement, PhysicsLayerMask layerMask, out Physics3DHit sweepHit, LSCollider? excludedCollider = null, bool includeTriggers = true)
Parameters
sourceLSCapsuleColliderdisplacementVector3dlayerMaskPhysicsLayerMasksweepHitPhysics3DHitexcludedColliderLSColliderincludeTriggersbool
Returns
SweepCapsuleAll(LSCapsuleCollider, Vector3d, PhysicsLayerMask, SwiftList<Physics3DHit>, LSCollider?, bool)
Writes all 3D targets hit by sweeping a capsule source into caller-owned storage.
public int SweepCapsuleAll(LSCapsuleCollider source, Vector3d displacement, PhysicsLayerMask layerMask, SwiftList<Physics3DHit> results, LSCollider? excludedCollider = null, bool includeTriggers = true)
Parameters
sourceLSCapsuleColliderdisplacementVector3dlayerMaskPhysicsLayerMaskresultsSwiftList<Physics3DHit>excludedColliderLSColliderincludeTriggersbool
Returns
SweepCapsuleAllBatch(ReadOnlySpan<PhysicsSweepCapsule3DRequest>, SwiftList<Physics3DHit>, Span<PhysicsQueryHitRange>)
Executes multiple registered capsule-source sweeps and appends all hits into one caller-owned hit buffer.
public int SweepCapsuleAllBatch(ReadOnlySpan<PhysicsSweepCapsule3DRequest> requests, SwiftList<Physics3DHit> hits, Span<PhysicsQueryHitRange> ranges)
Parameters
requestsReadOnlySpan<PhysicsSweepCapsule3DRequest>hitsSwiftList<Physics3DHit>rangesSpan<PhysicsQueryHitRange>
Returns
SweepCapsuleBatch(ReadOnlySpan<PhysicsSweepCapsule3DRequest>, Span<Physics3DHit>)
Executes multiple registered capsule-source sweeps and writes one closest-hit slot per request.
public int SweepCapsuleBatch(ReadOnlySpan<PhysicsSweepCapsule3DRequest> requests, Span<Physics3DHit> closestHits)
Parameters
requestsReadOnlySpan<PhysicsSweepCapsule3DRequest>closestHitsSpan<Physics3DHit>
Returns
SweepCompound(LSCompoundCollider, Vector3d, PhysicsLayerMask, out Physics3DHit, LSCollider?, bool)
Sweeps an authored compound source by displacement and returns the closest 3D target hit.
public bool SweepCompound(LSCompoundCollider source, Vector3d displacement, PhysicsLayerMask layerMask, out Physics3DHit sweepHit, LSCollider? excludedCollider = null, bool includeTriggers = true)
Parameters
sourceLSCompoundColliderdisplacementVector3dlayerMaskPhysicsLayerMasksweepHitPhysics3DHitexcludedColliderLSColliderincludeTriggersbool
Returns
SweepCompoundAll(LSCompoundCollider, Vector3d, PhysicsLayerMask, SwiftList<Physics3DHit>, LSCollider?, bool)
Writes all 3D targets hit by sweeping an authored compound source into caller-owned storage.
public int SweepCompoundAll(LSCompoundCollider source, Vector3d displacement, PhysicsLayerMask layerMask, SwiftList<Physics3DHit> results, LSCollider? excludedCollider = null, bool includeTriggers = true)
Parameters
sourceLSCompoundColliderdisplacementVector3dlayerMaskPhysicsLayerMaskresultsSwiftList<Physics3DHit>excludedColliderLSColliderincludeTriggersbool
Returns
SweepCompoundAllBatch(ReadOnlySpan<PhysicsSweepCompound3DRequest>, SwiftList<Physics3DHit>, Span<PhysicsQueryHitRange>)
Executes multiple registered compound-source sweeps and appends all hits into one caller-owned hit buffer.
public int SweepCompoundAllBatch(ReadOnlySpan<PhysicsSweepCompound3DRequest> requests, SwiftList<Physics3DHit> hits, Span<PhysicsQueryHitRange> ranges)
Parameters
requestsReadOnlySpan<PhysicsSweepCompound3DRequest>hitsSwiftList<Physics3DHit>rangesSpan<PhysicsQueryHitRange>
Returns
SweepCompoundBatch(ReadOnlySpan<PhysicsSweepCompound3DRequest>, Span<Physics3DHit>)
Executes multiple registered compound-source sweeps and writes one closest-hit slot per request.
public int SweepCompoundBatch(ReadOnlySpan<PhysicsSweepCompound3DRequest> requests, Span<Physics3DHit> closestHits)
Parameters
requestsReadOnlySpan<PhysicsSweepCompound3DRequest>closestHitsSpan<Physics3DHit>
Returns
SweepCone(LSConeCollider, Vector3d, PhysicsLayerMask, out Physics3DHit, LSCollider?, bool)
Sweeps a finite-cone source by displacement and returns the closest 3D target hit.
public bool SweepCone(LSConeCollider source, Vector3d displacement, PhysicsLayerMask layerMask, out Physics3DHit sweepHit, LSCollider? excludedCollider = null, bool includeTriggers = true)
Parameters
sourceLSConeColliderdisplacementVector3dlayerMaskPhysicsLayerMasksweepHitPhysics3DHitexcludedColliderLSColliderincludeTriggersbool
Returns
SweepConeAll(LSConeCollider, Vector3d, PhysicsLayerMask, SwiftList<Physics3DHit>, LSCollider?, bool)
Writes all 3D targets hit by sweeping a finite-cone source into caller-owned storage.
public int SweepConeAll(LSConeCollider source, Vector3d displacement, PhysicsLayerMask layerMask, SwiftList<Physics3DHit> results, LSCollider? excludedCollider = null, bool includeTriggers = true)
Parameters
sourceLSConeColliderdisplacementVector3dlayerMaskPhysicsLayerMaskresultsSwiftList<Physics3DHit>excludedColliderLSColliderincludeTriggersbool
Returns
SweepConeAllBatch(ReadOnlySpan<PhysicsSweepCone3DRequest>, SwiftList<Physics3DHit>, Span<PhysicsQueryHitRange>)
Executes multiple registered cone-source sweeps and appends all hits into one caller-owned hit buffer.
public int SweepConeAllBatch(ReadOnlySpan<PhysicsSweepCone3DRequest> requests, SwiftList<Physics3DHit> hits, Span<PhysicsQueryHitRange> ranges)
Parameters
requestsReadOnlySpan<PhysicsSweepCone3DRequest>hitsSwiftList<Physics3DHit>rangesSpan<PhysicsQueryHitRange>
Returns
SweepConeBatch(ReadOnlySpan<PhysicsSweepCone3DRequest>, Span<Physics3DHit>)
Executes multiple registered cone-source sweeps and writes one closest-hit slot per request.
public int SweepConeBatch(ReadOnlySpan<PhysicsSweepCone3DRequest> requests, Span<Physics3DHit> closestHits)
Parameters
requestsReadOnlySpan<PhysicsSweepCone3DRequest>closestHitsSpan<Physics3DHit>
Returns
SweepConvexMesh(LSMeshCollider, Vector3d, PhysicsLayerMask, out Physics3DHit, LSCollider?, bool)
Sweeps a convex mesh source by displacement and returns the closest 3D target hit.
public bool SweepConvexMesh(LSMeshCollider source, Vector3d displacement, PhysicsLayerMask layerMask, out Physics3DHit sweepHit, LSCollider? excludedCollider = null, bool includeTriggers = true)
Parameters
sourceLSMeshColliderdisplacementVector3dlayerMaskPhysicsLayerMasksweepHitPhysics3DHitexcludedColliderLSColliderincludeTriggersbool
Returns
SweepConvexMeshAll(LSMeshCollider, Vector3d, PhysicsLayerMask, SwiftList<Physics3DHit>, LSCollider?, bool)
Writes all 3D targets hit by sweeping a convex mesh source into caller-owned storage.
public int SweepConvexMeshAll(LSMeshCollider source, Vector3d displacement, PhysicsLayerMask layerMask, SwiftList<Physics3DHit> results, LSCollider? excludedCollider = null, bool includeTriggers = true)
Parameters
sourceLSMeshColliderdisplacementVector3dlayerMaskPhysicsLayerMaskresultsSwiftList<Physics3DHit>excludedColliderLSColliderincludeTriggersbool
Returns
SweepConvexMeshAllBatch(ReadOnlySpan<PhysicsSweepConvexMesh3DRequest>, SwiftList<Physics3DHit>, Span<PhysicsQueryHitRange>)
Executes multiple registered convex mesh-source sweeps and appends all hits into one caller-owned hit buffer.
public int SweepConvexMeshAllBatch(ReadOnlySpan<PhysicsSweepConvexMesh3DRequest> requests, SwiftList<Physics3DHit> hits, Span<PhysicsQueryHitRange> ranges)
Parameters
requestsReadOnlySpan<PhysicsSweepConvexMesh3DRequest>hitsSwiftList<Physics3DHit>rangesSpan<PhysicsQueryHitRange>
Returns
SweepConvexMeshBatch(ReadOnlySpan<PhysicsSweepConvexMesh3DRequest>, Span<Physics3DHit>)
Executes multiple registered convex mesh-source sweeps and writes one closest-hit slot per request.
public int SweepConvexMeshBatch(ReadOnlySpan<PhysicsSweepConvexMesh3DRequest> requests, Span<Physics3DHit> closestHits)
Parameters
requestsReadOnlySpan<PhysicsSweepConvexMesh3DRequest>closestHitsSpan<Physics3DHit>
Returns
SweepCuboid(LSCuboidCollider, Vector3d, PhysicsLayerMask, out Physics3DHit, LSCollider?, bool)
Sweeps a cuboid source by displacement and returns the closest 3D target hit.
public bool SweepCuboid(LSCuboidCollider source, Vector3d displacement, PhysicsLayerMask layerMask, out Physics3DHit sweepHit, LSCollider? excludedCollider = null, bool includeTriggers = true)
Parameters
sourceLSCuboidColliderdisplacementVector3dlayerMaskPhysicsLayerMasksweepHitPhysics3DHitexcludedColliderLSColliderincludeTriggersbool
Returns
SweepCuboidAll(LSCuboidCollider, Vector3d, PhysicsLayerMask, SwiftList<Physics3DHit>, LSCollider?, bool)
Writes all 3D targets hit by sweeping a cuboid source into caller-owned storage.
public int SweepCuboidAll(LSCuboidCollider source, Vector3d displacement, PhysicsLayerMask layerMask, SwiftList<Physics3DHit> results, LSCollider? excludedCollider = null, bool includeTriggers = true)
Parameters
sourceLSCuboidColliderdisplacementVector3dlayerMaskPhysicsLayerMaskresultsSwiftList<Physics3DHit>excludedColliderLSColliderincludeTriggersbool
Returns
SweepCuboidAllBatch(ReadOnlySpan<PhysicsSweepCuboid3DRequest>, SwiftList<Physics3DHit>, Span<PhysicsQueryHitRange>)
Executes multiple registered cuboid-source sweeps and appends all hits into one caller-owned hit buffer.
public int SweepCuboidAllBatch(ReadOnlySpan<PhysicsSweepCuboid3DRequest> requests, SwiftList<Physics3DHit> hits, Span<PhysicsQueryHitRange> ranges)
Parameters
requestsReadOnlySpan<PhysicsSweepCuboid3DRequest>hitsSwiftList<Physics3DHit>rangesSpan<PhysicsQueryHitRange>
Returns
SweepCuboidBatch(ReadOnlySpan<PhysicsSweepCuboid3DRequest>, Span<Physics3DHit>)
Executes multiple registered cuboid-source sweeps and writes one closest-hit slot per request.
public int SweepCuboidBatch(ReadOnlySpan<PhysicsSweepCuboid3DRequest> requests, Span<Physics3DHit> closestHits)
Parameters
requestsReadOnlySpan<PhysicsSweepCuboid3DRequest>closestHitsSpan<Physics3DHit>
Returns
SweepCylinder(LSCylinderCollider, Vector3d, PhysicsLayerMask, out Physics3DHit, LSCollider?, bool)
Sweeps a finite-cylinder source by displacement and returns the closest 3D target hit.
public bool SweepCylinder(LSCylinderCollider source, Vector3d displacement, PhysicsLayerMask layerMask, out Physics3DHit sweepHit, LSCollider? excludedCollider = null, bool includeTriggers = true)
Parameters
sourceLSCylinderColliderdisplacementVector3dlayerMaskPhysicsLayerMasksweepHitPhysics3DHitexcludedColliderLSColliderincludeTriggersbool
Returns
SweepCylinderAll(LSCylinderCollider, Vector3d, PhysicsLayerMask, SwiftList<Physics3DHit>, LSCollider?, bool)
Writes all 3D targets hit by sweeping a finite-cylinder source into caller-owned storage.
public int SweepCylinderAll(LSCylinderCollider source, Vector3d displacement, PhysicsLayerMask layerMask, SwiftList<Physics3DHit> results, LSCollider? excludedCollider = null, bool includeTriggers = true)
Parameters
sourceLSCylinderColliderdisplacementVector3dlayerMaskPhysicsLayerMaskresultsSwiftList<Physics3DHit>excludedColliderLSColliderincludeTriggersbool
Returns
SweepCylinderAllBatch(ReadOnlySpan<PhysicsSweepCylinder3DRequest>, SwiftList<Physics3DHit>, Span<PhysicsQueryHitRange>)
Executes multiple registered cylinder-source sweeps and appends all hits into one caller-owned hit buffer.
public int SweepCylinderAllBatch(ReadOnlySpan<PhysicsSweepCylinder3DRequest> requests, SwiftList<Physics3DHit> hits, Span<PhysicsQueryHitRange> ranges)
Parameters
requestsReadOnlySpan<PhysicsSweepCylinder3DRequest>hitsSwiftList<Physics3DHit>rangesSpan<PhysicsQueryHitRange>
Returns
SweepCylinderBatch(ReadOnlySpan<PhysicsSweepCylinder3DRequest>, Span<Physics3DHit>)
Executes multiple registered cylinder-source sweeps and writes one closest-hit slot per request.
public int SweepCylinderBatch(ReadOnlySpan<PhysicsSweepCylinder3DRequest> requests, Span<Physics3DHit> closestHits)
Parameters
requestsReadOnlySpan<PhysicsSweepCylinder3DRequest>closestHitsSpan<Physics3DHit>
Returns
SweepSphere(Vector3d, Fixed64, Vector3d, Fixed64, out Physics3DHit, PhysicsLayerMask, LSCollider?)
Sweeps a sphere from an origin in a direction up to a maximum distance and returns the closest hit.
public bool SweepSphere(Vector3d origin, Fixed64 radius, Vector3d direction, Fixed64 maxDistance, out Physics3DHit sweepHit, PhysicsLayerMask layerMask, LSCollider? excludedCollider = null)
Parameters
originVector3dradiusFixed64directionVector3dmaxDistanceFixed64sweepHitPhysics3DHitlayerMaskPhysicsLayerMaskexcludedColliderLSCollider
Returns
SweepSphereAll(Vector3d, Vector3d, Fixed64, PhysicsLayerMask, SwiftList<Physics3DHit>, LSCollider?)
Sweeps a sphere between two points and writes hits from closest to farthest into caller-owned storage.
public int SweepSphereAll(Vector3d start3d, Vector3d end3d, Fixed64 radius, PhysicsLayerMask layerMask, SwiftList<Physics3DHit> results, LSCollider? excludedCollider = null)
Parameters
start3dVector3dend3dVector3dradiusFixed64layerMaskPhysicsLayerMaskresultsSwiftList<Physics3DHit>excludedColliderLSCollider
Returns
SweepSphereAllBatch(ReadOnlySpan<PhysicsSweepSphere3DRequest>, SwiftList<Physics3DHit>, Span<PhysicsQueryHitRange>)
Executes multiple 3D swept-sphere queries and appends all hits into one caller-owned hit buffer.
public int SweepSphereAllBatch(ReadOnlySpan<PhysicsSweepSphere3DRequest> requests, SwiftList<Physics3DHit> hits, Span<PhysicsQueryHitRange> ranges)
Parameters
requestsReadOnlySpan<PhysicsSweepSphere3DRequest>hitsSwiftList<Physics3DHit>rangesSpan<PhysicsQueryHitRange>
Returns
SweepSphereBatch(ReadOnlySpan<PhysicsSweepSphere3DRequest>, Span<Physics3DHit>)
Executes multiple 3D swept-sphere queries and writes one closest-hit slot per request.
public int SweepSphereBatch(ReadOnlySpan<PhysicsSweepSphere3DRequest> requests, Span<Physics3DHit> closestHits)
Parameters
requestsReadOnlySpan<PhysicsSweepSphere3DRequest>closestHitsSpan<Physics3DHit>